Shader "Transparent/AlphaOverdrive/mod template" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Spec Color", Color) = (1,1,1,0)
	_Emission ("Emmisive Color", Color) = (0,0,0,0)
	_Shininess ("Shininess", Range (0.1, 1)) = 0.7
	_Alpha ("Alpha", Range (0, 1)) = 1
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

Category {
	ZWrite On
	ZTest LEqual
	Tags {Queue=Transparent}
	ColorMask RGB
	SubShader {
	
		Material {
			Diffuse [_Color]
			Ambient [_Color]
			Shininess [_Shininess]
			Specular [_SpecColor]
			Emission [_Emission]	
		}
		        GrabPass {
					TextureScale 1
				}

        // Render the object with the texture generated above.
        Pass {
            SetTexture [_GrabTexture] { combine texture }
			}
		Pass {
			//Cull Back
			Lighting On
			SeparateSpecular On
			SetTexture [_MainTex] {
				Combine texture * primary DOUBLE, texture * primary
			}
			}
		Pass {
			Blend OneMinusSrcAlpha SrcAlpha
			SetTexture [_GrabTexture]
			SetTexture [_MainTex] {	
				constantColor (1,1,1,0)
				Combine previous*Constant
			} 
			SetTexture [_MainTex] {	
				constantColor (0,0,0,1)
				Combine previous+Constant
			} 
			SetTexture [_MainTex] {	
				constantColor (1,1,1,[_Alpha])
				Combine previous*Constant
			} 
			
		}

} 
}
}